Additional visual activity on chemical plant

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waduk
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Additional visual activity on chemical plant

Post by waduk »

The current visual (green liquid thing) is obscured by entity info overlay/input/output.

Can we have an additional visual clue that wasn't (edit: typo, what i mean is "was" not "wasnt") similar to Refineries?
It would be great to have more noticeable visual clue, so we can check at a glance whether the chem factory is working/stall/etc.
Last edited by waduk on Wed Oct 14, 2015 11:27 am, edited 1 time in total.

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bobingabout
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Re: Additional visual activity on chemical plant

Post by bobingabout »

Doesn't the overview cover most of the entity graphics anyway? I fail to see what additional graphics could do to if you're running with the overlay turned on.
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deepdriller
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Re: Additional visual activity on chemical plant

Post by deepdriller »

The overlay could show a progress bar.
Or it could have the icons strategically placed so it doesn't cover all of the entity.
And on that note, the icons could scale with zoom level so that you can see the entity when zoomed in.

daniel34
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Re: Additional visual activity on chemical plant

Post by daniel34 »

Related thread:
Chemical plant animation hidden by detailed info - https://forums.factorio.com/forum/vie ... f=5&t=8588
deepdriller wrote:The overlay could show a progress bar.
Should the overlay show a progress bar then it should show one for all the other production machines too (assemblers, furnaces, ...).
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waduk
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Re: Additional visual activity on chemical plant

Post by waduk »

Edit my initial post, typo.

What i mean was visual clue similar to refineries (the flame).

So, even when overlay info is enabled, we can see the chemical plan is working or not.
Assembler etc didn't need additional visual clue, we can tell they working because inserters is working.

lancar
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Re: Additional visual activity on chemical plant

Post by lancar »

waduk wrote:Edit my initial post, typo.

What i mean was visual clue similar to refineries (the flame).

So, even when overlay info is enabled, we can see the chemical plan is working or not.
Assembler etc didn't need additional visual clue, we can tell they working because inserters is working.
I like this. I'm always for more natural visual cues from the gameworld.

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TuckJohn
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Re: Additional visual activity on chemical plant

Post by TuckJohn »

waduk wrote:Edit my initial post, typo.

What i mean was visual clue similar to refineries (the flame).

So, even when overlay info is enabled, we can see the chemical plan is working or not.
Assembler etc didn't need additional visual clue, we can tell they working because inserters is working.
I wish that there was a better way to see if chemical plants are working, but for now, while the devs are busy making the endgame, I hover over the chemical plant and look to see if the liquid in the plant is going down(as in it just started another assembly cycle)
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